Soshii
Villageoise
Against a level 8 CPU. I'm not trying to downplay your skill, but what I linked to was an actual tournament.Did you see my video I killed mario pretty early. It's a pretty good example.
Last edited:
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Against a level 8 CPU. I'm not trying to downplay your skill, but what I linked to was an actual tournament.Did you see my video I killed mario pretty early. It's a pretty good example.
You'll have to explain how that is to me. Rocket takes a decent amount of time to set up and it travels slowly. Pretty easy to cancel out if you wish if your character has a projectile or not. Unless you have molasses like reflexes, you can jump over it easily enough. So, I'm not sure why it's useful for forcing approaches.Gyroid could possibly be the single best projectile in the game.
he's probably the best out of anyone at forcing approaches, not sure where you got the idea that he's bad at it.
Because it limits options. It forces them to spot dodge or jump which is easy to predict.You'll have to explain how that is to me. Rocket takes a decent amount of time to set up and it travels slowly. Pretty easy to cancel out if you wish if your character has a projectile or not. Unless you have molasses like reflexes, you can jump over it easily enough. So, I'm not sure why it's useful for forcing approaches.
Forcing your opponent to jump isn't a big deal, unless you're playing someone like Little Mac. There are many characters that are better at approaching using aerials. Plus, they don't even really have to jump. It's fairly easy for many characters to flick it away. In the demo for instance, Mega Man could deal with it with Crash Bomb or Metal Blades or Mega Buster, Pika could fire I believe two thunder jolts (which he fires more quickly), Mario can cape or fireball (2 again I think) nair or even ftilt, link could arrow bomb, ftilt, and so on. I'm sure most characters can deal with it. It's good cover for an approach, but it won't enable you to camp.Because it limits options. It forces them to spot dodge or jump which is easy to predict.
Edit: Oops didn't see the "force approaches" part. Regardless, any projectile that can be spammed can force an approach, especially when it isn't stopped by most of the projectiles in the game.
I'm not saying gyroid is bad. It's a good addition to his arsenal. I just feel that it isn't the kind of projectile that villager would need to be high tier or above.I'm pretty sure I can name a lot of projectiles that are better than gyroid. It's a good move, GREAT for zoning purposes, but there are definitely disadvantages to it. Like conformity said there are a lot of ways to deal with it, but stacked on that there are counters to those counters generally. Forcing your opponent in the air is really good. Villager has some good anti air moves like slingshot. I don't think he has a good punish game against people landing though. His bad grab really hurts that, of course it depends on the character and the situation. I think gyroid will definitely be a staple to his metgame in most MUs though.
But dodging them isn't an issue. If someone is camping a side spamming projectiles, it's going to force an approach or Villager is going to stall out the game. That goes for any projectile. Dodging or getting hit by a projectile isn't an issue. And to add to the point, again, Lloyd rockets limit options. "Making them jump/making them dodge isn't a big deal." It is because it only leaves them 3 options for you to respond to, they jump over everything, spot dodge, or air dodge. It makes them more predictable and makes for a more lucrative gameplay. Just because it can be easily deterred doesn't make it bad, but I'm not saying they're the best projectile in the game either.How exactly does Lloyd force approaches though? If I'm ahead in stock, is there any reason a good player can't dodge them for a few minutes?
Doesn't force an approach unlessBut dodging them isn't an issue. If someone is camping a side spamming projectiles, it's going to force an approach or Villager is going to stall out the game. That goes for any projectile. Dodging or getting hit by a projectile isn't an issue. And to add to the point, again, Lloyd rockets limit options. "Making them jump/making them dodge isn't a big deal." It is because it only leaves them 3 options for you to respond to, they jump over everything, spot dodge, or air dodge. It makes them more predictable and makes for a more lucrative gameplay. Just because it can be easily deterred doesn't make it bad, but I'm not saying they're the best projectile in the game either.
Understood, thanks for the insight. I was thinking too generally there.Doesn't force an approach unless
a) You're ahead of your opponent.
and
b) Your opponent doesn't have a better projectile or a reflector.
Villager has to have a lead, and unless it's a stock lead, it's still easy for an opponent to slowly get into range and pick a good spot to approach.
If you can't actually do damage, and your opponent is ahead, then there is no reason for them to do anything besides dodge and stay at full screen. They have to approach when behind in life, but any time you're behind you need to approach regardless of your opponents projectile options.
The other stuff you mentioned is more about using it for a tool to cover villager's approach, but it doesn't really explain how he could force an approach. Plus there are way more than 3 options from the air, assuming your opponent actually has to jump.
Yeah. Like I said, it's a useful move, but just not in that way. I feel like Villager has a lot of really neat things, but his moves just don't complement eachother. But, maybe someone who's better at this game than me will put it all together.Understood, thanks for the insight. I was thinking too generally there.
You don't really need to force people to approach you. Villager can easily outcamp and outspace most characters save for fast, heavy hitters like Greninja, Sheik, Mario, and Pikachu. They HAVE to approach you if they don't want to be taking chip damage from SHFFFairs and Rockets. And I don't mean the Rockets are necessarily going to be hitting, but they're going to either avoid them or detonate them prematurely with their own projectiles, which opens up opportunities for YOU to approach.*snip*
As much as I'd like that to be so it simply isn't true. Gyroid is pretty standard, since it can be neutered by other projectiles. The Large Gyroid might be better because it's significantly harder to stop, covers a huge amount of ground, and hits multiple times to absorb projectiles and aerials. It's a decent projectile, but it's far from the best.Gyroid could possibly be the single best projectile in the game.
he's probably the best out of anyone at forcing approaches, not sure where you got the idea that he's bad at it.
Fair and Bair clank with a surprising number of aerials and smashes, so unless you're playing a character like Marth or Greninja (with which you had a terrible matchup from the start) then it still does a good job at forcing the opponent to play in a way that you can deal with. But you're right when you say it isn't a camping tool.Forcing your opponent to jump isn't a big deal, unless you're playing someone like Little Mac. There are many characters that are better at approaching using aerials. Plus, they don't even really have to jump. It's fairly easy for many characters to flick it away. In the demo for instance, Mega Man could deal with it with Crash Bomb or Metal Blades or Mega Buster, Pika could fire I believe two thunder jolts (which he fires more quickly), Mario can cape or fireball (2 again I think) nair or even ftilt, link could arrow bomb, ftilt, and so on. I'm sure most characters can deal with it. It's good cover for an approach, but it won't enable you to camp.
And not every projectile could force approaches. Din's fire for example, was so predictable that it could be dodged pretty consistently. I guess you could say it could force an approach if the opponent eventually got bored or impatient, but even then, the opponent could still take time to position themselves, get into their ideal range, and pick a good spot. Din's fire at least had some versatility as you could play with the angle and timing of the explosion, but Lloyd can't be guided that much, and once it's out it's predictable.
For a projectile to really force approaches consistently, it has to be a threat to do actual damage. If you can avoid it easily, then it doesn't work for that purpose, unless you're already up by a significant percentage or a stock. Once you have a good lead, Lloyd should be great, as it forces opponents to approach as you want them to. Set it high for characters like Jiggly who want to approach through the air, or low for characters like Mac who want to stay grounded. But, if your opponent has a lead, then it really wouldn't be that hard to dodge till time runs out.
Again, I don't think Villager can really outcamp anyone with rockets, and I've already talked about why. Fair and Bair are indeed good spacing tools, although I don't see a lot of useful follow ups and their damage is a bit low if you want to use it full range. Lloyd rocket controls space well, but even then Villager's approach tools are limited.Well, you're not really trying to get the opponent to approach you in the first place, because like you said,
You don't really need to force people to approach you. Villager can easily outcamp and outspace most characters save for fast, heavy hitters like Greninja, Sheik, Mario, and Pikachu. They HAVE to approach you if they don't want to be taking chip damage from SHFFFairs and Rockets. And I don't mean the Rockets are necessarily going to be hitting, but they're going to either avoid them or detonate them prematurely with their own projectiles, which opens up opportunities for YOU to approach.
Does jab have enough hitstun to really combo into anything? I haven't used it much against humans so I don't know. Also not sure about the usefulness on fair. It comes out quick, but I feel like it may leave villager vulnerable to things like shield->utilt. Again, I could be wrong cause I don't know the frame data.You definitely have a point when it comes to Fair and Bair's usefulness. Characters shorter than Mario of Mega Man won't be getting hit by the aerials at all except for the end arc, which only deal like 2% so they can shrug it off. And nope, jab doesn't knock opponents away, you've got that right too. But it easily leads into Dtilt, Ftilt, and SHNair. Speaking of which, SHNair is easily your best option to get breathing space, as its hitbubble comes out around F3 and has decent knockback. Dtilt is usually for punishing rolls because of its greater-than-average vertical knockback. Dsmash is very situational and should only be used when you know you're going to pull it off, and even then you should only be using it over other moves at higher percents so you can chase into an Uair. Fsmash should be used exclusively for edgeguarding or something dumb like missed, really laggy specials and smashes.
I meant to say a normal reflector. Pocket's pretty useful. While it won't be relevant in competitive play, it's really useful in item matches.Tree is mostly for stage control. Like you said situations where you're gonna deal damage with it are few and far between.
Pocket is neither better than nor worse than a normal projectile since Villager isn't wanting in that department. It really shines in certain MUs though, specifically Pikachu where you're going to have to watch out for TJolts everywhere that will lead into Usmashes and pop your balloons. Grab is terrible, but at mid percents, its your best tool for setting up KOs because of Bthrows high kbg leading into Fsmash ledgeguards. At higher percents its your go to KO option because of how much knockback its going to be applying. Its a shame grab is so horrendous.
Depending on the spacing and the opponent, I'd rather use Lloyd rocket instead of Balloon trip. If you have to recover from really far off, I'd say hitbox is better than no hitbox. Not too many characters have a projectile that could really threaten to hit it off stage, and characters will have to be more cautious in trying to hit you out of it then they would with balloon trip. Also, it reminds me of Dr Strangelove, and that's just fun.Standard balloon trip is pretty bad, its true, because you are left totally helpless. Depending on the MU you need to make adjustments for where you want to recover from, but you've always got to be cautious. It also doesn't help that acceleration scales really slowly and decays quickly, so if you try and do flight adjustments by holding off on tapping B, chances are you won't be able to recover the altitude you lost and your balloons will either pop or you'll just sink into the blastlines. Lloid rocket should hardly never be used for recovery because of how easily gimpable it is. Iirc you go into helpless unless whatever you collided with passes a certain threshold or something. So opponent hurtbubbles and trees are good, but most projectiles will put you into helpless. There's also the fact that if you get reflected youre pretty much done unless you eject immediately, and even then you're easily punishable. It also doesn't help that if you're reflected while riding, the eventual explosion will hurt you.
I think f/bair are much better options for KOing. Knockback is pretty good near the base of the slingshot. Fsmash is a bit too predictable. If they're recovering low, then go for it, but it's situational.Fair and Bair clank with a surprising number of aerials and smashes, so unless you're playing a character like Marth or Greninja (with which you had a terrible matchup from the start) then it still does a good job at forcing the opponent to play in a way that you can deal with. But you're right when you say it isn't a camping tool.
I'm going to go ahead and say that I was wrong in ragging on Fsmash so much. It will nearly always be your best option for KOing, and I don't mean stage KOs. Like a lot of people have already pointed out, Villager will pretty much always be scoring KOs on offstage opponents, and Fsmash is the safest way to do that for the most part. FFNair is pretty good because of its damage and speed, but it has average priority, so you risk getting nailed by a rising aerial and getting gimped yourself. You can also do Bair to knock opponents into the stage, but that's usually easily techable, which is obviously to their advantage. Even though standard balloon trip really complements offstage gimping, the only times you should be doing so is if the opponent is recovering high.
I agree with most of what you said, but I don't agree with the conclusion. I think Villager's weaknesses outweigh his strengths by enough to push him to low tier or low mid. I think low tier in this game will be far more viable than it was in Brawl, but I just don't feel villager has a strong moveset.Overall though, Villager is a solid mid-tier character because of the way they can force opponents to maneuver to their advantage. And if custom moves are legal, this will only be compounded by things like the moody sapling and detonating balloons.